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This tier is for annual subscribers transferring over to SubscribeStar.
This tier is a thank you to all of our supporters that believed in this project and are following us onto SubscribeStar!
And as thanks, you'll gain access to the same perks as our highest tier and after your first payment, you'll receive a free 90 days before moving over to monthly payments.
-All OtherTier Rewards
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-All Previous Tier Rewards
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PC: https://mega.nz/file/5OVGiDKA#43AERyp7mzWZweLlTRLx2e16Gns8ZkN2JyvUBtuP1gc
Mobile: https://mega.nz/file/8XNlWKAQ#47I1CZ2gNp2jnItrwQT3KPDCwjGNgFr9ffbYEfP3VzY
Mac: https://mega.nz/file/MS9HGaJT#HXgE80KBt2p-MZcwnQNhGqA0JYc08EUeb2SaJnboc4A
Latest Change Log: https://halftilt.itch.io/light-space-love/devlog/785401/changelog-episode-1-v-047-drinking-minigame
Hey there, I’m Halftilt and I’m the lead writer and programmer for Light-Space Love: Linessa's Mission. You may also know me as the creator of one of the highest endorsed NSFW Darkest Dungeon mods, Lustiest Lair, an eldritch erotic overhaul mod.
Currently we're a small team developing Light-Space Love, a SciFi dialogue-driven role-playing game where you assume the role as Captain of a space colony responsible for breeding with alien species in order to save them from the brink of extinction as you travel the galaxy seducing various aliens as she uncovers her own and the Federation’s mysterious history.
If you’re interested in finding out what Light-Space Love is about, you can read up on it in our first post covering the game here.
You can join our Discord server to chat with other fans, give feedback or give suggestions for Light-Space Love’s development.
PC: https://mega.nz/file/5OVGiDKA#43AERyp7mzWZweLlTRLx2e16Gns8ZkN2JyvUBtuP1gc
Mobile: https://mega.nz/file/8XNlWKAQ#47I1CZ2gNp2jnItrwQT3KPDCwjGNgFr9ffbYEfP3VzY
Mac: https://mega.nz/file/MS9HGaJT#HXgE80KBt2p-MZcwnQNhGqA0JYc08EUeb2SaJnboc4A
Latest Change Log: https://halftilt.itch.io/light-space-love/devlog/785401/changelog-episode-1-v-047-drinking-minigame
Hey there, I’m Halftilt and I’m the lead writer and programmer for Light-Space Love: Linessa's Mission. You may also know me as the creator of one of the highest endorsed NSFW Darkest Dungeon mods, Lustiest Lair, an eldritch erotic overhaul mod.
Currently we're a small team developing Light-Space Love, a SciFi dialogue-driven role-playing game where you assume the role as Captain of a space colony responsible for breeding with alien species in order to save them from the brink of extinction as you travel the galaxy seducing various aliens as she uncovers her own and the Federation’s mysterious history.
If you’re interested in finding out what Light-Space Love is about, you can read up on it in our first post covering the game here.
You can join our Discord server to chat with other fans, give feedback or give suggestions for Light-Space Love’s development.
Hey there, Halftilt here with a bit of an emergency announcement -- after this second release, I've learned something about the game engine I'm using, Godot, that's going to add on another 2-3 months of development time onto this project that will be focused solely on re-factoring the code into a new Game Engine.
I'm not making this choice lightly, so I'll give quite a detailed analysis of why this is necessary. I'll throw in a TL;DR at the end, but I figure it's worth going in-depth about this issue for people that are interested.
The Debugger in Godot seems to have some quirks that's very concerning to me. In no particular order, here are some of the issues I've faced:
First, you can run the game from within the IDE (Godot) itself which exists to speed up development and to test that functions within your game work as expected.
What isn't made clear is that the runner from within Godot has crash handling built into it, while the release version does not have this crash handling.
According to what I could find on their Github repo is that the reason for not having these "crash handlers" on Release builds is it will make the game run slower.
Which, to me seems strange, the game crashing seems like more of an important issue than the game running fast or slow, but it is an open-source project, so I can't complain about their development choices since it is a free engine -- and there are solutions, but they are very time-consuming and I already fore-see the bloat those "solutions" will introduce into my project isn't worth the headache.
In my opinion, Godot was a great engine for making a very small/simple game. It was even great for prototyping this game.
But I plan on having quite a few moving parts in this game and this issue worries me that there are going to be more "quirks" like this in the future in the game engine.
In fact, in hindsight, during my first release, there were some small quirks I noticed between the Release and Debug version, that I thought I could safely ignore since they were small issues, but this release shows that Godot's minor quirks can create some rather large problems.
Unfortunately their documentation isn't clear about what else is going on under the hood either, so I'm just going to abandon the engine instead and go with a more reliable engine like Unity 2D or Game Maker Studio where I can expect the same behavior from my test and release builds.
It's a shame too, because I love supporting open source projects, but Godot just isn't where it needs to be just yet.
On the other hand, you can play the Debug version of Light-Space Love, and you won't crash as the "crash handler" is packaged with the Debug log.
I could potentially release this game in perpetuity with the debug log, but at some point I'd like to release this game as a real standalone game.
This means that I'll be re-factoring my project into a new engine, which will take a good chunk of time. This has both good news and not-so-good news:
The good news is that this will give our artists time to create new artwork and sounds while I work on re-factoring the game.
This will also force me to re-factor the code once more, and since most of the core systems are finalized, this will lead to cleaner code too.
The not-so-good news is that this will add about 2-3 months of more development time on this project -- which I'll be back from my vacation within the next two weeks, so we're looking at December or January being the next month for a Prototype release/update.
I'll fully admit, this has also been a learning experience for me. I've only built web applications professionally -- and game engines have their own entire suite of quirks that have put up interesting problems for me to solve.
I'm glad I'm catching these issues before I decided to fully "release" my game, and this process of iterative releases has been a major help in identifying these quirks and improving this project as it grows.
I'll see if there's a way to either find testers -- which given that I'm developing an adult game, this may not be easy -- or I'll get a new machine to test this game on, in which I have none of the development tools installed to replicate a "fresh install", which may be a more likely decision until I find some testers or a tester resource.
This also shows me why frequent releases are typically done by projects with larger budgets and teams, testing is a huge effort and I may just have to dedicate an entire week or two just to testing the release build without making any changes to my code -- at least until I'm able to get help on the testing front.
Once again, thanks for all of the support and I'm sorry if this release has been frustrating for you, because believe me, it's been just as frustrating for me too. I want nothing more than to release a game that you'll enjoy playing.